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Manchine

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Everything posted by Manchine

  1. Re: Is there any originality left in comics? Thats a first. Hmmmm. Did the pics show up in the windows to the right? What web browser are you using? Did you hit refresh? Can you see this? http://globaldefenseforce.com/comic4/PG3.jpg Its a link to the Pic directly.
  2. Re: Is there any originality left in comics? Is something wrong with it? TELL ME TELL ME. Or is that a good thing. I can never tell LOL.
  3. Re: Is there any originality left in comics? Take a look at my webcomic (its in my Sig line). Tell me if its not orginal enough.
  4. Re: This week on "Champions"... We had a nice session. This week the group figured out the people chasing one of the characters were robots. Wait they are all part of a Arena League that Fights Robots. Whats going on here. I left it where the robot exploded but that was it. I want them to ponder whats going on. Because its not what everyone will think.
  5. Re: WWYCD: The Invasion Is On... The Global Defense Force (GDF) Which includes Manchine, Sonic Soldier, White Knight, Seige, Animal Teen and Earth Lord. Would be ready for it. Since the reason why the group was formed was to protect Earth. The whole group orginally met defending Earth from invasion. Manchine, has had a several ships built called the Star Thruster at his Moonbase (see webcomc). Which would be piloted by Animal Teen, White Knight, Seige, and Earth Lord. If there is enough time. Manchine will go to the United Nations and explain to them what is going to happen. The world at this time knows he will not be given Tech to Earth. He will ask the UN for Military Volenteers (sp?) who will have to permantly relocate and live at the Moonbase, for the rest of there lives. Pretty much making Moonbase a Country of its own. With the Volenteers they will begin training on how to use the equipment on Moonbase. From pilots to engineers to police everything is needed. Manchine himself since he has a better understanding of his own powers. Will be able to handle several ships by himself. The Star Thrusters would be able to handle themselves also. Since the Moonbase has knowledge of the first race. This knowledge has no equal in the universe. The best example is compairing nowadays tech to civilwar tech. It can still kill you but its not likely to.
  6. Re: Alternate Earth/WWYCD: The Legacy Of The Metal Wars... Manchine Who absorbs energy/shoots it back and has no need for eating. So wouldnt be affected to much by appearing on the barren world. With Manchine advanced sensors. It wouldnt take to long to find any human life forms. He would also easily be more then a match for any robots. Since he can absorb energy and just drain them dry. Of course there is ways to stop that and they will figure it out but it probable won't be in time. Manchine, would link up with the resistance and probable advance there tech to take out the robots. Animal Teen Another one who would have no problem fighting there. Would be pissed about the barren lands. With no damage resistance but with super human acrobatics. Its really hard to hit him. He would have no problems tearing through the robots since he is the strongest person on the team (and he still growing). This might cause him to grow up a lot seeing what could possible happen if Heroes like him fail. Sonic Soldier With his military background he would be trained to be left out in the wastes like this. He probable would be the person to most quickly adjust to the change. He might not understand it all though. With his speed and sonic powers he would easily be able to sneak in access infomation and escape. Doubtful that the evil robots would have anything that could stop Sonic Soldier for quite sometime. He would also after earning the rebels trust lead them. Since he is a natural leader. Seige Probable the one person that couldn't do a dang thing. All her mental powers are useless against Machines. Her TK would be her only use for her. Of course Throwing up a pink shield in front of a group of soldiers so they wont be hit and being hot will make her wanted in any group. White Knight Being Immortal at this time has its advantages. With a sword that can cut through, nearly, anything. He wont have to much of a problem just defending humanity. Help them reclaim what they lost. Earth Lord Being from the 30th century and understanding how timetravel works. He really wont want to mess with the timestream to much. Unless he finds out someone else has messed with the timestream. Which will make it he will adjust it to what it should be.
  7. Re: Top 10 Most Wanted Supervillians! I don't have time to put my top 10 Super Villains down right now. I want to subscribe to the thread so I can do this later. I love making very very good Villians.
  8. Re: First quasi-Manual, Demi-Annual, Homegrown Mod Contest! This will be fun I have a whole Webcomic devoted to my characters. Although I will just do the main character, my namesake. I am slowly transfering them over to Hero Design. I want to get it right so I am questioning and learning as I go along.
  9. Re: Dr. Doom vs Iron Man Wasnt there a Doom Vs Iron Man Fight already in Comics. Iron Man lost big TIME!
  10. Re: Hero Book Ahhhh there it is thank you very much. Thats exactly what I was missing.
  11. Re: Hero Book I dont see it over there. I couldnt find it. Is there a link to it?
  12. Re: Hero Book It is Revised its during the Multipowers. So I have no idea about the multipowers and how it works. Which REALLY SUCKS.
  13. Ok got a really weird question. My Hero Book goes from 304 to 321 is this normal?
  14. Re: Build your own "New Avengers"! I would go WEIRD try to make it something interesting Captain America is the Backbone of Avengers Rogue, other then Xmen related titles you dont see here. I would love to see what she can do outside of the Xmen Vision, this was just talked about on another forum. Vision and Rogue having some type of Relationship. Since she is not with Gambit anymore it would be great. Hercules, I loved it when he was on the Avengers. Plus it brings in the whole Olympian (SP?) crowd of villians. Like Hadez which I would love to see more of him in comics. Wasp, always great to have on the team. As long as she doesnt grow any more. Human Torch, hot head wanting to stretch his legs. Wonderman, can bring the Grim Reaper in. Why not it would be interesting twist for a change.
  15. Re: This week on "Champions"... Since I just started my campaign. In my Universe. The Arena, which uses Machines to battle Super Humans in a underground illegal betting league. Acquired its last member of a 16 member HUMAN league. They square off against a 16 member Robotic League. All the Characters, 5 of them since I allowed them to make 2 a piece (one isnt in the league) since she is a liason to a real supergroup (GDF). She just got her powers thaxs to a rocket and a bunch of nanobots in a test tube, in the story. They have to figure out whats going on from here. So far 3 of there members have been thrown into a team fight (imagine that). Lots of explosions (Car Bombs, after they forced opened a hood. Players house blew up. The guy with the rocket launcher at the hotel room.)
  16. Ok I pulled up an old thread and emailed to my friends playing Heroes. Ok what didnt we do. This was the Thread. Sorry I lost the link to the thread otherwise I would just post that. OK, I'll take a shot at a simple combat example. I'll use some Heroic level types and keep things very simple. We'll skip hit locations, encumberance,knockdown, bleeding, impairment, Endurance tracking, and basically anything that would slow us down. Just barebones stuff, which should be sufficient to run a few sample battles to get the basics out there. The good guys will be a fighting type and a really crappy mage with one spell. The opposition will be three smelly orcs. We're doing this on the cheap, and groomed orcs simply cost too much. First, some basic stats: Fighter Guy 20 STR 18 DEX 15 CON 12 BDY 8 PD 4 ED 3 SPD 7 REC 30 STN 7" Running Armor: Chain, Def 6, 11- (Helmet and hauberk) Weapon: Sword, Damage 1d6+1, StrMin 12 (Gets +1 DC for STR, total of 1.5d6) Levels: +1 w/All Combat, +2 w/Swords (3 pt. level) Magic Guy 10 STR 15 DEX 13 CON 10 BDY 5 PD 5 ED 3 SPD 5 REC 22 STN 6" Running Armor: Magic Robes, Def 4, 14- (Long robes) Weapon: Dagger, Damage 1d6-1, StrMin 6 Spell: Flame Wad: 6d6EB, Area Effect: Hex. Gestures, Incantations, 4 Charges. Levels: +1 w/Dagger (2 pt. level) Smelly Orcs 15 STR 12 DEX 13 CON 10 BDY 5 PD 3 ED 2 SPD 6 REC 25 STN 6" Running Armor: Smelly Hides, Def 4, 11- (Hides cover heads, hands, lower legs) Weapon: Battle Axe, Damage 2d6, StrMin 13 Levels: +1 w/Axes (3 pt. level) Ok, our smelly orcs are walking down the 10 foot wide corridor looking for intruders, and our fighter and magic type are intruding in another 10 foot wide corridor that runs parallel. The two groups each reach the head of their respective corridors at the same time. They look both ways before crossing, and spot each other. No need to roll Perception checks, since featureless ten foot wide corridors are so boring that almost anything stands out like a sore thumb. The two groups are 5" apart (10 meters). The Fighter and Mage are side by side, the Orcs marching in single file. Combat begins on Phase 12. Dex order is: Fighter (18) Mage (15) Orcs (12) Phase 12: The Fighter decides to wait for the orcs to close before attacking, and holds his action. The Mage makes a bunch of annoying sounds, hops around a bit, and casts his Fire Wad at the leading Orc. The glowing globe of wizardly flame flies from his hand. He needs to hit a Hex, so the DCV is 3. Since the Range is 5", the Mage has a -2 penalty to OCV. So... He needs to roll 11 + OCV (5-2) - DCV (3) = 11 or less to hit the hex. He rolls a 13, a miss. (I told you he was a crappy mage...). He missed, to the GM decides the shot was a little short, and hit the hex in front of the lead orc. This only took a half phase, but since he attacked, the Mage is done for the phase. Orc 1 is a bit ticked by the Fire Wad, and decides to advance on the mage so he can chop him up. We're not worrying about which Orc goes first, because they're all minor guys, and it makes sense to move them in their march order. Orc 1 makes a half move and holds his second half phase, putting him 3" closer to the invaders, or 2" away. His companions do likewise, forming an inverted V behind him. The Fighter decides to step up to the plate and take out the lead orc. He moves up to the Orc, which is a half move b/c he hasn't moved over half his 7" movement (4"), then he takes a swing. The orc decides to use his held half phase action to Block. The fighter puts all of his levels in offense, giving him an OCV of 9 (6 base, plus 3 levels), and a DCV of 6 (base only). The Orc puts his level into OCV, giving him an OCV of 5 and a DCV of 4. Since the Block will negate the Fighter's attack if it succeeds, we'll roll that first: Orc rolls an OCV vs. OCV attack roll. 11 + OCV (5) - OCV (9) = 7 or less. Orc rolls an 11, and fails to block. Now, the Fighter rolls his attack: 11 + OCV (9) - DCV (4) = 16 or less to hit. Fighter rolls a 7, which is ironic b/c that'd have worked for the Orc. Now, instead of hit location, I've given the armor activation values per the armor table in Fred. So, we'll roll to see if the armor "activates," or to determine if the fighter hit an armored or unarmored area on the Orc. Activation roll is... a 5. Whew, good for the Orc. The fighter rolls damage: A 2 and for the half die a 1 = 3 BODY. Stun multiplier roll is 5-1 = 4, so 12 STUN. The Orc's 4 rPD stops the Body damage, and his total of 9 PD stops most of the STUN. Only 3 STUN get through. The remaining two Orcs still have half a phase left, and decide to run down the edges of the corridor (squeeeeezing past the Fighter) to flank the Mage. That ends their phase. POST Segment 12. Everyone gets a Post Segment 12 Recovery. Since we're not tracking END, we don't sweat it, just Recover STUN. Orc 1 has 3 STUN damage, and a Recovery of 6. So, he's back up to snuff post 12. The next segment anyone can act is Phase 4. Both the Fighter and Mage can act. Phase 4: The Fighter goes first again. He decides to shift two of his levels to DCV this turn, and take another stab at Orc 1. That sets his OCV to 7 and DCV to 8. The Orc is still at DCV of 4, so the Fighter needs 11 + 7 - 4 = 14 or less to hit. He rolls a 10. We check the armor activation again an d get a 13! The fighter has landed a shot in an unarmored location. (We'll decide what it is after rolling damage.) The damage roll is (1.5d6) 7 BODY, and the STUN roll is (1d6-1) 4-1 = 3 for 21 STUN. Since the armor doesn't defend against the attack, the Orc takes the full brunt of the damage, dropping him to 3 BODY and 4 STUN. The Orc takes more STUN damage than his CON and is also Stunned. The Orc's DCV is halved to 2, and he cannot act until his next phase(segment 6), which he'll have to burn to recover from being Stunned. Of course, the Orc could have aborted to a Block or Dodge, but the GM (me) decided that his last phase made him a little overconfident, and besides, he's a minor character. Since I've decided the armor doesn't cover the lower arms or legs, and his neck/face, I'll just say the sword ripped a huge gash out of the Orc's thigh, sinking deep into muscle and bone. (Just for the sake of description, since we're not using the options for hit location and impairment. Can still do an on the fly call and say that the Orc's running will be impeded by the wound, but he's likely to die pretty soon anyway, so we won't bother.) The Mage acts next. He decides to toast one of the orcs with another shot of Fire Wad. This time, he'll be attacking an adjacent hex (DCV 0), and have no range penalty. A smart orc would abort to a Dive For Cover at this point, but these aren't smart orcs and Dive for Cover is an optional move, so we're not using it right now. (But it's handy to keep in mind.) So, the Mage needs 11 + 4 (OCV) - 0 (DCV) = 15 or less. He rolls...11! Orc 2 takes a 6d6 FireWad to the ... well, to the orc, since it fills the hex. So, we roll Activation for the Armor (event though the special effect is partial coverage, the activation roll is still made), and get...11. So, the armor applies. Damage rolled is 23 STUN and 6 BODY, for a total of 13 STUN and no BODY damage. Orc 2 now has 12 STUN left. Next segment anyone acts is on 6, which is the Orcs' turn. We'll let Orc1 go first. He uses a full phase to recover from being Stunned. Orc2, the Orc of Toastyness, decides to Grab the Mage to stop all that hopping around and waving of arms. He needs 11 + (4-1) - 5 = 9 or less to Grab the Mage. The Grab maneuver puts him at a DCV of 3. He rolls an...11. Oops. Orc3 laughs at his bleeding and toasty partners and takes a swipe at the Mage, putting his level in OCV. He needs 11 + 5 - 5 = 11 or less to hit. He rolls...15. Some days Orcs have no luck. Next... Phase 8. Fighter and Mage are up. Fighter goes first, decides to finish off Orc1. Orc1 is bac k up to full DCV, having recovered from being Stunned on Phase 6. The Fighter decides to put all of his levels into OCV, so he needs 11 + 9 - 4 = 16 or less to hit. He rolls...11. Armor activation roll is 9. Damage roll is 5 BODY and for STUN he rolls 1-1 = 0 (minimum stun multiple is 1) for a total of 5 STUN. The Orc takes 1 BODY, dropping him to 2 BODY, and no STUN. The Mage is next up, and decides to try to take out Orc2. He still needs a 15- to hit, and rolls a 6. Activation roll for the Orc's armor is a 7, so it activates. Damage is 26 STUN and 6 BODY. 17 STUN gets through the Orc's defenses (and no BODY), which is enough to K-O him, dropping him to -5 STUN. The mage has only one shot left of his Fire Wad spell. Next phase anyone can go is 12. Everyone goes on 12. Everyone always goes on 12. Except Orc 2, since he's out cold. If he was a PC and not a minor Orc, we'd give him a post-12 Recovery, but since he's a bit player, we'll leave him out of the fight. Fighter goes first, and takes another shot at Orc1, this time putting two levels with Swords into damage and the all combat level into OCV. This gives him an OCV 7, DCV 6, and a damage of 2d6. He needs an 11 + 7 - 4 = 14 or less to hit. He rolls... 8, and hits. Activation roll for the Orc's armor is a 14...going to REALLY suck to be an Orc. Damage roll is 8 BODY and .... well, Stun is immaterial since the Orc was just knocked to -6 BODY. Unless the PCs are really feeling generous and take time out to make a Paramedic roll, we'll just count him as dead. (Even though we're not using the Bleeding rule, common sense says... dead orc bit player, barring generous PCs.) Mage goes next, and decides to use that last Firewad to soften up Orc3. Orc3 got cocky way back on Phase 6 and took a whack at the Mage, so he's still adjacent. So, that means the Mage still only needs a 15 or less to hit. He rolls...14. Activation for the Orc's armor is...a 10. Damage is 18 STUN and 3 BODY. The roll was three 5's and three 1's and ones don't do BODY. (Sixes do 2 BODY, and 2 thru 5 does 1 BODY, but you knew that b/c you read the book, right?) So, Orc3 takes 11 STUN after applying Armor and ED. That's not enough to Stun him. Orc3 is up next. If he was a smart orc, he'd probably just surrender or run away, but he's not. He decides to take a shot at the Mage and try to take him out. He uses a Haymaker, which will add 4 DCs to his damage, and give him -5 on his DCV. He puts his level into OCV, giving him: 5 OCV, 0 DCV, and 3d6+1 damage. Orc3 needs 11 + 5 - 5 = 11 or less to hit. He rolls... 7! The attack won't land until Segment 1, however. POST-Segment 12: Mage Recovers 5 STUN, putting him at -8. Orc3 Recovers 6 STUN, putting him at 20. Segment 1, Haymaker Lands: The Mage rolls activation for his Magic Robes...9. Damage is 11 Body and 44 STUN. The Mage takes 7 BODY and 35 STUN. Mage folds up like a cheap tent, and is at -13 STUN and 3 BODY. Next Phase is 4. We'd probably want to stop the Mage from bleeding out at this point, but we're not using Bleeding rules, so... Fighter decides to hack up Orc3. He moves 2" or so, and then Haymakers with his attack, throwing all three levels into DCV. This gives him an OCV of 6, DCV of 4, and Damage of 3d6+1 (Total of five DCs added. The sword is 1d6+1, which is 5 DCs, so the max that can be added is another 5 DCs from all sources, so Fighter can't use levels to boost damage since his STR and the Haymaker add up to 5 extra DCs) So, he needs... 11 + 6 - 0 = 17 or less. He rolls...8. Orc's armor activation roll is 15. Ouch. Going to suck to be him. Damage roll is...11 BODY and ... well, STUN doesn't matter, since the Orc is now at -1 BODY and out of the fight. Fight's over. Time to bandage up Gimpy the Mage and hole up for a while... Our Questions from this experiment. 1) The first is that they talk about "shifting levels". I don't remember seeing that anywhere. (Any info on Shifting levels would be nice?) 2) Also, they talk about multiplying the body x stun multiplier to get stun damage. so i don't think we did stun damage correctly. (Same with this any info would be great?) 3) We also did not make any rolls for location, or to see if i bypassed the armor of the droid. (Do you need to do this or what?) 4) On the plus side, it does look like we were correct that if a Fireball misses, it has to hit somewhere else. It looks like they said it would hit the hex next to it. But it does not look like they rolled for any damage or anything like that. It might be that it was too weak to bother with or something like that. (Do you roll for damage if fireball misses?)
  17. Re: The Forumverse name game Dang it I did up Stormraven and I had to take up wife to work. LOL I hit send. I swear I did. Well now to do Goldenage. Goldenage, holds himself up above most superheroes. Striving to be better then the average superhero. When he was a kid before he got his powers he was saved by a ICON. He vowed to live his life just as the ICON did. He became the ICON's biggest fan. The ICON's old age was finally setting in. He knew he had to pass the power on to another. The ICON, choose his biggest FAN. Goldenage, came in to being. He promised to live up to the ICONs sature and would not let him down. So far he hasn't. Goldenage often comes to ICON for advise. The ICON, mentors a group of young heroes lead by Goldenage. Teaching them what it is to be a true HERO.
  18. Re: Digital Hero Materials in your Champions Campaigns Thank you very much! :D
  19. Re: Digital Hero Materials in your Champions Campaigns DoJ's Electronic Mag???? See I am a newbie. I am not suppose to know what it is. As an old dog now you get to point me in the right direction LOL. :D <----- I love the Green Smilie
  20. Re: Questions (Question board giving me errors) What happens if I am a nudist? :sneaky: :D :D
  21. Re: Questions (Question board giving me errors) Newbie has a boomstick and is not afraid to use it. :D :ugly: :D
  22. Re: Questions (Question board giving me errors) If you say dont bring it up then that makes me want to know. I AM SO CONFUSED! :D Its like curoristy and the cat.
  23. Re: Questions (Question board giving me errors) No you dont get that kinda of service. WOW! Is he the guy that just made the rules or did he create it or what? As for the Rules question ahhhh now I understand. I am going to be running my first campaign her tomarrow. Making up character and running them through the first parts of the campaign. I have a nice small little fight all ready for them. To get them use to the combat.
  24. Re: Questions (Question board giving me errors) Makes sense now why we can only post a new reply over there and only one person answers the questions over there. For Question #5 How much do you get back? By the way thaxs for the answers.
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